using UnityEngine;
using System.Collections;

[USequencerEvent("Particle System/Stop Emitter")]
public class USParticleEmitterStopEvent : USEventBase {
	public override void FireEvent()
	{	
		ParticleSystem particleSystem = AffectedObject.GetComponent<ParticleSystem>();
		if(!particleSystem)
		{
			Debug.Log("Attempting to emit particles, but the object has no particleSystem USParticleEmitterStartEvent::FireEvent");
			return;
		}
		
		particleSystem.Stop();
	}
	
	public override void ProcessEvent(float deltaTime)
	{
		
	}
}
